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Audio Steam Audio - Materials and Geometry Not Affecting Sound

Discussion in 'Audio & Video' started by CraigApps, Apr 25, 2020.

  1. CraigApps

    CraigApps

    Joined:
    Apr 1, 2020
    Posts:
    1
    Hello

    I'm very new to the world of Unity so there is a strong possibility I'm missing something glaringly obvious, but here goes!

    Firstly, if this makes a difference, I am using Mac OS.

    I'm trying to create and immersive sound experience, in which a user can move the player around and hear full 3D sound, complete with HRTF and have the materials of the room effect the audio sources eg echoes, occlusion etc. However, although I am getting a 3D sound as far as directivity is concerned, the geometry of the environment has no effect on my audio sources.

    Following the documentation supplied by Steam Audio, I have created my project, imported the Steam Audio Package and selected Steam Audio for my Spatializer Plugin and Ambisonic Plugin.

    After selecting Steam Audio from the Window tab, I have created my walls and floor using cubes, stored them in an empty object, and tagged the empty object with a Steam Audio Geometry component and selected Export All Children. Then, I have added Steam Audio Material component and selected Concrete (I thought this would give an obvious echo to test). The documentation then suggest Pre-Export Scene in Window>Steam Audio 'to ensure scene setup changes are available to Steam Audio'. I don't fully understand the importance of this so there might be something here where I am going wrong.

    Once I have quickly create a player using a capsule and camera, I add a Steam Audio Listener to the camera, and create a Cube to attach my Audio Source to. I check 'Play On Awake' and 'Loop', 'Spatial Blend' is set to '3D' and check 'Spatialize'. After adding a Steam Audio Source to my cube, the setup in this component is;
    Direct Binaural - checked;
    HRTF Interpolation - Bilinear;
    Direct Sound Occlusion - On, Frequency Dependant Transmission;
    Occlusion Method -Raycast;
    Physics Based Attenuation - checked;
    Air Absorption - checked;

    I also have Indirect sound; Reflections checked, simulation type at Realtime and Indirect Binaural checked.

    Now, I don't believe there is anything I have missed but the materials in the space seem to have no effect on the sound.

    Sorry if there is a lot to read through, but I didn't know a better way to describe it. I'm pulling my hair out as I can't see why this isn't working and I'm hoping it's a really silly mistake!


    Any ideas?

    Thanks in Advance
     
  2. blanx

    blanx

    Joined:
    Feb 26, 2016
    Posts:
    72
    Same for us. We tested on Windows and Oculus Quest. Even in Editor nothing chages.
     
  3. ScetticoBlu

    ScetticoBlu

    Joined:
    Nov 26, 2020
    Posts:
    17
    Same here, do you have found a solution?

    EDIT:
    It seems, in my case, that the Audio Listener has to be already in the scene when it loads.
    I used to instantiate it during the initialization phase and it didn't work so I added on the main camera and now it works.
     
    Last edited: Oct 14, 2021
  4. MEMOMEM

    MEMOMEM

    Joined:
    Feb 26, 2022
    Posts:
    13